docs(review): P-008交互系统程序设计质量门审查通过+美术调研+工作流完善
- P-008 交互系统技术设计审查通过,审查记录 docs/plans/reviews/P-008-review.md - D-001 关卡执行案审查通过,审查记录 docs/plans/reviews/D-001-review.md - 新增 AI 美术调研参考图(我的暑假/放学后少年/真实场景/美术风格) - 新增关卡执行案、白模搭建指南和搭建报告 - 完善工作流技能:质量门审查、Agent记忆、需求分析 - 更新交互系统和角色控制系统技术设计文档 - 清理过时参考文档
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# v0.1 白模搭建操作指南 — 城郊小街
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> 本文档为 P-006 任务产出,供在 UE5 编辑器中按步骤搭建白模关卡使用。
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> 每条指令包含:Actor 命名、资产路径、世界坐标、旋转、缩放、材质。
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> 最后更新:2026-06-07
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---
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## 〇、全局信息
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### 场景参数
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| 参数 | 值 |
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|------|-----|
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| 场景总尺寸 | 8000cm × 6000cm(80m × 60m) |
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| 地面高度基准 | Z = 0 |
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| 主角身高 | ~120cm |
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| 摄像机高度 | ~100cm |
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| 时间设定 | 夏日午后 15:00 |
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| 坐标原点 | 场景西南角地平面 |
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### UE5 路径前缀
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- **Mesh**: `Content/BlockingStarterPack/Meshes/`
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- **Material**: `Content/BlockingStarterPack/Materials/`
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- **Material (Basics)**: `Content/BlockingStarterPack/Materials/Blocking/Basics/`
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- **Material (Glass)**: `Content/BlockingStarterPack/Materials/Glass/`
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- **Material (Light)**: `Content/BlockingStarterPack/Materials/Light/`
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### 命名规范
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```
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LVL_<ZoneID>_<Category>_<Description>
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Category: STR | PROP | INTR | COLL | BND | LGT
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```
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### Outliner 文件夹结构
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```
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LVL_SuburbanV01/
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Z1_家/
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Structure/ Props/ Interactables/ Collectibles/
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Z2_小卖部/
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Structure/ Props/ Interactables/ Collectibles/
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Z3_主街道/
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Structure/ Props/ Interactables/ Collectibles/
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Z4_空地/
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Structure/ Props/ Interactables/ Collectibles/
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Z5_巷子/
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Structure/ Props/ Interactables/ Collectibles/
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Z6_水塘边/
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Structure/ Props/ Interactables/ Collectibles/
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Z7_老居民楼/
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Structure/ Props/
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Global/
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Boundaries/ Lighting/ PlayerStart/
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```
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---
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## 一、BSP 资产映射表
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### 1.1 建筑 — 墙体
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| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) |
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|-------------|-------------|--------------|
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| Wall_400x300 | `Architecture/Walls/SM_Wall_400x300` | 400×20×300 |
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| Wall_200x300 | `Architecture/Walls/SM_Wall_200x300` | 200×20×300 |
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| Wall_100x300 | `Architecture/Walls/SM_Wall_100x300` | 100×20×300 |
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| Wall_400x100 | `Architecture/Walls/SM_Wall_400x100` | 400×20×100 |
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| WallDoor_200x300 | `Architecture/Walls/SM_WallDoor_200x300` | 200×20×300 |
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| WallDoorGarage_400x300 | `Architecture/Walls/SM_WallDoorGarage_400x300` | 400×20×300 |
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| WallWindow_400x300 | `Architecture/Walls/SM_WallWindow_400x300` | 400×20×300 |
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| WallWindowSmall_200x300 | `Architecture/Walls/SM_WallWindowSmall_200x300` | 200×20×300 |
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> **注意**:Wall 厚度为 20cm。偏移坐标基于墙面中心点。执行案中偏移基于墙面外表面/内表面,放置时需微调 10cm(半墙厚)。
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### 1.2 建筑 — 地板
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| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) |
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|-------------|-------------|--------------|
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| Floor_1000x1000 | `Architecture/Floors/SM_Floor_1000x1000` | 1000×1000×10 |
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| Floor_300x400 | `Architecture/Floors/SM_Floor_300x400` | 300×400×10 |
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| Floor_200x300 | `Architecture/Floors/SM_Floor_200x300` | 200×300×10 |
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### 1.3 建筑 — 门
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| 设计文档引用 | UE5 资产路径 | 说明 |
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|-------------|-------------|------|
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| RotativeDoor_01 | `Architecture/Doors/SM_RotativeDoor_01` | 旋转门 |
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| GarageDoorOpen_01 | `Architecture/Doors/SM_GarageDoorOpen_01` | 卷帘门(开) |
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### 1.4 建筑 — 窗户
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| 设计文档引用 | UE5 资产路径 | 说明 |
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|-------------|-------------|------|
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| FakeWindowsFrame | `Architecture/WindowsSet/SM_FakeWindowsFrame` | 假窗(装饰) |
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### 1.5 建筑 — 围栏/围挡
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| 设计文档引用 | UE5 资产路径 | 实际尺寸 (cm) |
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|-------------|-------------|--------------|
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| BarrierWall_600 | `Architecture/Barriers/SM_BarrierWall_600` | 600×20×100 |
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| BarrierWall_200 | `Architecture/Barriers/SM_BarrierWall_200` | 200×20×100 |
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| Fence_Small_400 | `Industrials/SM_Fence_Small_400` | 400×5×100 |
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### 1.6 建筑 — 横梁
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| 设计文档引用 | UE5 资产路径 |
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|-------------|-------------|
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| Beam_300 | `Architecture/Beams/SM_Beam_300` |
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### 1.7 建筑 — 大型建筑
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| 设计文档引用 | UE5 资产路径 |
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|-------------|-------------|
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| Building_01 | `BigBuildings/SM_Building_01` |
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### 1.8 家具
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| 设计文档引用 | UE5 资产路径 |
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|-------------|-------------|
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| SimpleTable_01 | `Furnitures/SM_SimpleTable_01` |
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| SimpleTable_02 | `Furnitures/SM_SimpleTable_02` |
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| BedSingle | `Bedroom/SM_BedSingle` |
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| Monitor_01 | `Furnitures/SM_Monitor_01` |
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### 1.9 工业/装饰
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| 设计文档引用 | UE5 资产路径 |
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|-------------|-------------|
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| Barrel | `Industrials/SM_Barrel` |
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| WoodenBox_Small | `Industrials/SM_WoodenBox_Small` |
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| WoodenBox_Normal | `Industrials/SM_WoodenBox_Normal` |
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| WoodenPallet_01 | `Industrials/SM_WoodenPallet_01` |
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| Bucket_01 | `Decorations/SM_Bucket_01` |
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| TrashCans_01 | `Trashs/SM_TrashCans_01` |
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| Container_Normal | `Industrials/SM_Container_Normal` |
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### 1.10 载具
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| 设计文档引用 | UE5 资产路径 |
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|-------------|-------------|
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| Car01 | `Vehicles/SM_Car01` |
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### 1.11 基础体
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| 设计文档引用 | UE5 资产路径 |
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|-------------|-------------|
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| Cube | `Primitives/SM_Cube` |
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| Cylinder | `Primitives/SM_Cylinder` |
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| CirclePlatform | `Extra/SM_CirclePlatform` |
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### 1.12 其他
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| 设计文档引用 | UE5 资产路径 |
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|-------------|-------------|
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| Tree_01 | `Vegetations/SM_Tree_01` |
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| RoadLamp_01 | `Lights/SM_RoadLamp_01` |
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| DisplayPanels_400x200 | `DisplayPanels/SM_DisplayPanels_400x200` |
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### 1.13 标识色材质
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| 材质名 | 路径 |
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|--------|------|
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| MI_DevRed | `Materials/Blocking/Basics/MI_DevRed` |
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| MI_DevOrange | `Materials/Blocking/Basics/MI_DevOrange` |
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| MI_DevGray | `Materials/Blocking/Basics/MI_DevGray` |
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| MI_DevBrown | `Materials/Blocking/Basics/MI_DevBrown` |
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| MI_DevWhite | `Materials/Blocking/Basics/MI_DevWhite` |
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| MI_DevBlue | `Materials/Blocking/Basics/MI_DevBlue` |
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| MI_DevGreen | `Materials/Blocking/Basics/MI_DevGreen` |
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| MI_DevSkyBlue | `Materials/Blocking/Basics/MI_DevSkyBlue` |
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| MI_DevYellow | `Materials/Blocking/Basics/MI_DevYellow` |
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| MI_DevFoliage | `Materials/Blocking/Basics/MI_DevFoliage` |
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| MI_DevPink | `Materials/Blocking/Basics/MI_DevPink` |
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| MI_DevGlassWhite | `Materials/Glass/MI_DevGlassWhite` |
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| MI_DevGlassBlue | `Materials/Glass/MI_DevGlassBlue` |
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---
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## 二、Phase A — 准备
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### A3 创建关卡
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1. 在 Content Browser 右键 → `New Level` → `Empty Level`
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2. 保存到 `Content/Maps/LVL_SuburbanV01.umap`
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3. World Settings → GameMode Override 选择项目 GameMode(暂无则留空)
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4. 放置 Player Start Actor:
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- 位置:(500, 720, 0)
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- 旋转:(0, 0, 0)(面向 +Y 即北)
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- 移入 Outliner `Global/PlayerStart/`
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---
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## 三、Phase B — 地面与边界
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### B1 铺设地面
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按区域铺设地面 Floor,使用 Floor_1000x1000 平铺。
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#### Z1 家 地面(MI_DevGray)
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| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 |
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|---|-----------|------|-------------|------|
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| 1 | LVL_Z1_STR_Floor | Floor_1000x1000 | (500, 400, 0) | (1, 0.8, 1) |
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> Z1 范围 (0,0)→(1000,800),Floor_1000x1000 中心点 (500,400),Y 方向缩放 0.8 覆盖 800cm。
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#### Z2 小卖部 地面(MI_DevGray)
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| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 |
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|---|-----------|------|-------------|------|
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| 1 | LVL_Z2_STR_Floor | Floor_1000x1000 | (1300, 500, 0) | (0.6, 0.6, 1) |
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> Z2 范围 (1000,200)→(1600,800),中心 (1300,500),缩放 (0.6, 0.6) 覆盖 600×600。
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#### Z3 主街道 地面(MI_DevGray)
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| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 |
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|---|-----------|------|-------------|------|
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| 1 | LVL_Z3_STR_Floor_01 | Floor_1000x1000 | (500, 1050, 0) | (1, 0.5, 1) |
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| 2 | LVL_Z3_STR_Floor_02 | Floor_1000x1000 | (1500, 1050, 0) | (1, 0.5, 1) |
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| 3 | LVL_Z3_STR_Floor_03 | Floor_1000x1000 | (2500, 1050, 0) | (1, 0.5, 1) |
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| 4 | LVL_Z3_STR_Floor_04 | Floor_1000x1000 | (3500, 1050, 0) | (1, 0.5, 1) |
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| 5 | LVL_Z3_STR_Floor_05 | Floor_1000x1000 | (4500, 1050, 0) | (1, 0.5, 1) |
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> Z3 范围 (0,800)→(5000,1300),宽度 500cm(Y 缩放 0.5),长度 5000cm(5 块 Floor)。
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#### Z4 空地 地面(MI_DevBrown)
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| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 |
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|---|-----------|------|-------------|------|
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| 1 | LVL_Z4_STR_Floor_01 | Floor_1000x1000 | (4000, 1800, 10) | (1.5, 1.2, 1) |
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> Z4 范围 (3500,1300)→(5000,2500),中心 (4250,1900),Z=10(高于街道 10cm)。缩放 (1.5, 1.2) 覆盖 1500×1200。
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#### Z5 巷子 地面(MI_DevGray)
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| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 |
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|---|-----------|------|-------------|------|
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| 1 | LVL_Z5_STR_Floor_01 | Floor_1000x1000 | (2450, 1800, 0) | (0.3, 1, 1) |
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| 2 | LVL_Z5_STR_Floor_02 | Floor_1000x1000 | (2450, 2800, 0) | (0.3, 1, 1) |
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> Z5 范围 (2300,1300)→(2600,3300),宽度 300cm(X 缩放 0.3),长度 2000cm(2 块)。
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#### Z6 水塘边 地面 + 水面
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| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 |
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|---|-----------|------|-------------|------|------|
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| 1 | LVL_Z6_STR_GroundSouth | Floor_1000x1000 | (2350, 3475, 0) | (1.5, 0.35, 1) | MI_DevBrown |
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| 2 | LVL_Z6_STR_GroundEast | Floor_1000x1000 | (3075, 4000, 0) | (0.15, 0.8, 1) | MI_DevBrown |
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| 3 | LVL_Z6_STR_GroundWest | Floor_1000x1000 | (1675, 4000, 0) | (0.15, 0.8, 1) | MI_DevBrown |
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| 4 | LVL_Z6_STR_Water | Floor_1000x1000 | (2350, 4000, -20) | (1.2, 0.8, 0.5) | MI_DevSkyBlue |
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> Z6 水面中心约 (2350, 4000),Z=-20。岸边三面环绕。
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#### Z7 老居民楼 地面(MI_DevGray)
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> Z7 不需要单独地面地板,Building_01 自带底面。
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### B2 放置边界围挡
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#### 西边界(X=0, Y=0-6000)
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| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (Pitch,Yaw,Roll) | 材质 |
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|---|-----------|------|-------------|----------------------|------|
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| 1 | LVL_BND_West_01 | Wall_400x300 | (0, 200, 0) | (0,0,0) → Yaw=90° | MI_DevRed |
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| 2 | LVL_BND_West_02 | Wall_400x300 | (0, 600, 0) | (0,90,0) | MI_DevRed |
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| 3 | LVL_BND_West_03 | Wall_400x300 | (0, 1000, 0) | (0,90,0) | MI_DevRed |
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| 4 | LVL_BND_West_04 | Wall_400x300 | (0, 1400, 0) | (0,90,0) | MI_DevRed |
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| 5 | LVL_BND_West_05 | Wall_400x300 | (0, 1800, 0) | (0,90,0) | MI_DevRed |
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| 6 | LVL_BND_West_06 | Wall_400x300 | (0, 2200, 0) | (0,90,0) | MI_DevRed |
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| 7 | LVL_BND_West_07 | Wall_400x300 | (0, 2600, 0) | (0,90,0) | MI_DevRed |
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| 8 | LVL_BND_West_08 | Wall_400x300 | (0, 3000, 0) | (0,90,0) | MI_DevRed |
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| 9 | LVL_BND_West_09 | Wall_400x300 | (0, 3400, 0) | (0,90,0) | MI_DevRed |
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| 10 | LVL_BND_West_10 | Wall_400x300 | (0, 3800, 0) | (0,90,0) | MI_DevRed |
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| 11 | LVL_BND_West_11 | Wall_400x300 | (0, 4200, 0) | (0,90,0) | MI_DevRed |
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| 12 | LVL_BND_West_12 | Wall_400x300 | (0, 4600, 0) | (0,90,0) | MI_DevRed |
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| 13 | LVL_BND_West_13 | Wall_400x300 | (0, 5000, 0) | (0,90,0) | MI_DevRed |
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| 14 | LVL_BND_West_14 | Wall_400x300 | (0, 5400, 0) | (0,90,0) | MI_DevRed |
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| 15 | LVL_BND_West_15 | Wall_400x300 | (0, 5800, 0) | (0,90,0) | MI_DevRed |
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> Wall_400x300 旋转 90° 后沿 Y 方向排列,每块 400cm 高 × 300cm 长(需纵向排列覆盖 250cm 墙高)。
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> **实际操作**:Wall_400x300 放置时默认长轴沿 X。Yaw=90° 旋转后长轴沿 Y。但墙高只有 300cm,而围挡只需 250cm,300cm 足够。
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> **修正**:Wall 默认高度 300cm(Z轴),宽度 400cm(X轴),厚度 20cm(Y轴)。放置在 X=0 处,Yaw=90° 使 400cm 宽度沿 Y 方向。每块覆盖 Y 方向 400cm,15 块覆盖 6000cm。Z 方向 300cm > 250cm 要求,足够。
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#### 东边界(X=8000, Y=0-6000)
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| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 | 材质 |
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|---|-----------|------|-------------|------|------|
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| 1-15 | LVL_BND_East_01~15 | BarrierWall_600 | (8000, 200+400n, 0) n=0~14 | (0,90,0) | MI_DevBlue |
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> BarrierWall_600 默认 600cm 长。旋转 90° 后沿 Y 方向。10 块覆盖 6000cm。
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> **修正**:BarrierWall_600 高度 100cm,需要堆叠 3 层达到 300cm。改为使用 Wall_400x300 更经济。
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> 实际建议:使用 Wall_400x300 替代,与西边界相同方式,15 块。
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#### 北边界(Y=6000, X=0-8000)
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| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 | 材质 |
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|---|-----------|------|-------------|------|------|
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| 1-20 | LVL_BND_North_01~20 | Wall_400x300 | (200+400n, 6000, 0) n=0~19 | (0,0,0) | MI_DevBlue |
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> 20 块 Wall_400x300 覆盖 8000cm。
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|
||||
#### 南边界(Y=0, X=0-8000)
|
||||
|
||||
南边界分段处理:
|
||||
- X=0-1000:Z1 南院墙(已含在 Z1 结构体中)
|
||||
- X=1000-1600:Z2 后墙区域
|
||||
- X=1600-5000:施工围挡
|
||||
- X=5000-8000:补齐围挡
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 材质 |
|
||||
|---|-----------|------|-------------|------|
|
||||
| 1 | LVL_BND_South_01 | BarrierWall_600 | (1900, 0, 0) | MI_DevBlue |
|
||||
| 2 | LVL_BND_South_02 | BarrierWall_600 | (2500, 0, 0) | MI_DevBlue |
|
||||
| 3 | LVL_BND_South_03 | BarrierWall_600 | (3100, 0, 0) | MI_DevBlue |
|
||||
| 4 | LVL_BND_South_04 | BarrierWall_600 | (3700, 0, 0) | MI_DevBlue |
|
||||
| 5 | LVL_BND_South_05 | BarrierWall_600 | (4300, 0, 0) | MI_DevBlue |
|
||||
| 6 | LVL_BND_South_06 | BarrierWall_600 | (4900, 0, 0) | MI_DevBlue |
|
||||
| 7 | LVL_BND_South_07 | BarrierWall_600 | (5500, 0, 0) | MI_DevBlue |
|
||||
| 8 | LVL_BND_South_08 | BarrierWall_600 | (6100, 0, 0) | MI_DevBlue |
|
||||
| 9 | LVL_BND_South_09 | BarrierWall_600 | (6700, 0, 0) | MI_DevBlue |
|
||||
| 10 | LVL_BND_South_10 | BarrierWall_600 | (7300, 0, 0) | MI_DevBlue |
|
||||
| 11 | LVL_BND_South_11 | BarrierWall_600 | (7900, 0, 0) | MI_DevBlue |
|
||||
|
||||
> BarrierWall_600 需注意高度仅 100cm。建议堆叠 2-3 层达到 200-300cm 视觉高度。
|
||||
> **替代方案**:改用 Wall_400x300 更高效(300cm 高度一次到位)。
|
||||
|
||||
---
|
||||
|
||||
## 四、Phase C — 逐区域搭建
|
||||
|
||||
### 搭建顺序:Z1 → Z3 → Z2 → Z4 → Z5 → Z6 → Z7
|
||||
|
||||
---
|
||||
|
||||
### C1. Z1 — 家(Home)
|
||||
|
||||
**区域绝对原点**:(0, 0, 0)
|
||||
|
||||
#### C1.1 结构体(Structure)
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 (P,Y,R) | 缩放 | 材质 |
|
||||
|---|-----------|------|-------------|-------------|------|------|
|
||||
| 1 | LVL_Z1_STR_SouthWall_01 | Wall_400x300 | (200, 0, 0) | (0,0,0) | — | MI_DevRed |
|
||||
| 2 | LVL_Z1_STR_SouthWall_02 | Wall_400x300 | (600, 0, 0) | (0,0,0) | — | MI_DevRed |
|
||||
| 3 | LVL_Z1_STR_WestWall_01 | Wall_400x300 | (0, 200, 0) | (0,90,0) | — | MI_DevRed |
|
||||
| 4 | LVL_Z1_STR_WestWall_02 | Wall_400x300 | (0, 600, 0) | (0,90,0) | — | MI_DevRed |
|
||||
| 5 | LVL_Z1_STR_EastWall_01 | Wall_400x300 | (980, 200, 0) | (0,90,0) | — | MI_DevRed |
|
||||
| 6 | LVL_Z1_STR_EastWall_02 | Wall_400x300 | (980, 600, 0) | (0,90,0) | — | MI_DevRed |
|
||||
| 7 | LVL_Z1_STR_NorthWall_West | Wall_400x300 | (200, 780, 0) | (0,0,0) | — | MI_DevRed |
|
||||
| 8 | LVL_Z1_STR_NorthWall_Gate | WallDoor_200x300 | (500, 780, 0) | (0,0,0) | — | MI_DevRed |
|
||||
| 9 | LVL_Z1_STR_NorthWall_East | Wall_400x300 | (800, 780, 0) | (0,0,0) | — | MI_DevRed |
|
||||
| 10 | LVL_Z1_STR_GateDoor | RotativeDoor_01 | (500, 780, 0) | (0,0,0) | — | MI_DevGreen |
|
||||
| 11 | LVL_Z1_STR_HouseSouthWall | WallWindow_400x300 | (400, 30, 0) | (0,0,0) | — | MI_DevWhite |
|
||||
| 12 | LVL_Z1_STR_HouseSouthWin | WallWindowSmall_200x300 | (600, 30, 0) | (0,0,0) | — | MI_DevWhite |
|
||||
| 13 | LVL_Z1_STR_HouseWestWall | Wall_400x300 | (200, 220, 0) | (0,90,0) | — | MI_DevWhite |
|
||||
| 14 | LVL_Z1_STR_HouseWestTop | Wall_400x100 | (200, 220, 300) | (0,90,0) | — | MI_DevWhite |
|
||||
| 15 | LVL_Z1_STR_HouseEastWall | Wall_400x300 | (780, 220, 0) | (0,90,0) | — | MI_DevWhite |
|
||||
| 16 | LVL_Z1_STR_HouseEastTop | Wall_400x100 | (780, 220, 300) | (0,90,0) | — | MI_DevWhite |
|
||||
| 17 | LVL_Z1_STR_HouseNorthWall | WallDoor_200x300 | (400, 410, 0) | (0,0,0) | — | MI_DevWhite |
|
||||
| 18 | LVL_Z1_STR_HouseNorthFill | Wall_400x300 | (600, 410, 0) | (0,0,0) | — | MI_DevWhite |
|
||||
| 19 | LVL_Z1_STR_HouseRoof_01 | Floor_300x400 | (350, 230, 280) | (0,0,0) | — | MI_DevBrown |
|
||||
| 20 | LVL_Z1_STR_HouseRoof_02 | Floor_300x400 | (650, 230, 280) | (0,0,0) | — | MI_DevBrown |
|
||||
| 21 | LVL_Z1_STR_CourtyardFloor | Floor_1000x1000 | (500, 400, 0) | (0,0,0) | (1, 0.8, 1) | MI_DevGray |
|
||||
|
||||
> **Z1 房屋内空间**:约 (200,30,0)→(800,410,280),即 600×380×280cm。
|
||||
> **门洞高度问题**:WallDoor_200x300 门洞 200cm 宽,300cm 高,但设计要求院门高度 220cm。300cm 资产足够高,门洞实际开口约 200cm 高(标准 BSP 门洞),对于 120cm 身高儿童足够通过。
|
||||
> **房屋北墙上方补齐**:WallDoor_200x300 上方需要补齐至 280cm。可用 Wall_200x100 放在 Z=200 处,或者直接用 Wall_400x300 整块(门洞在下方,上方自然有墙体)。
|
||||
|
||||
#### C1.2 布景物(Props)
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 |
|
||||
|---|-----------|------|-------------|------|------|------|
|
||||
| 1 | LVL_Z1_PROP_OldBicycle | Car01 | (100, 650, 0) | (0.2, 0.2, 0.2) | — | 50%缩放,靠西院墙 |
|
||||
| 2 | LVL_Z1_PROP_ClothesPole_Beam | Beam_300 | (500, 600, 180) | — | MI_DevWhite | 横杆 |
|
||||
| 3 | LVL_Z1_PROP_ClothesPole_Pole1 | Cylinder | (380, 600, 0) | (0.05, 0.05, 3.6) | MI_DevGray | 支撑柱 |
|
||||
| 4 | LVL_Z1_PROP_ClothesPole_Pole2 | Cylinder | (620, 600, 0) | (0.05, 0.05, 3.6) | MI_DevGray | 支撑柱 |
|
||||
| 5 | LVL_Z1_PROP_JunkPile_Box1 | WoodenBox_Small | (850, 100, 0) | — | — | 东南角 |
|
||||
| 6 | LVL_Z1_PROP_JunkPile_Box2 | WoodenBox_Small | (870, 120, 35) | — | — | 叠放在上方 |
|
||||
| 7 | LVL_Z1_PROP_JunkPile_Bucket | Bucket_01 | (890, 80, 0) | — | — | |
|
||||
| 8 | LVL_Z1_PROP_DoorMat | Cube | (480, 740, 0) | (0.6, 0.4, 0.02) | MI_DevGray | 扁薄长方体 |
|
||||
| 9 | LVL_Z1_PROP_Fridge | Barrel | (720, 80, 0) | (0.3, 0.3, 1.6) | MI_DevWhite | 竖放,缩放模拟冰箱 |
|
||||
| 10 | LVL_Z1_PROP_TV | Monitor_01 | (320, 80, 45) | — | MI_DevGray | 房屋内书桌上 |
|
||||
| 11 | LVL_Z1_PROP_Desk | SimpleTable_01 | (300, 70, 0) | — | — | 房屋内靠西墙 |
|
||||
| 12 | LVL_Z1_PROP_Bed | BedSingle | (350, 250, 0) | — | — | 房屋内中部偏南 |
|
||||
| 13 | LVL_Z1_PROP_Calendar | Cube | (500, 40, 180) | (0.3, 0.02, 0.4) | MI_DevRed | 薄片挂墙 |
|
||||
| 14 | LVL_Z1_PROP_TVStand | SimpleTable_02 | (320, 55, 0) | (0.85, 0.75, 0.67) | — | 电视柜,缩放至约 85×45×50cm |
|
||||
|
||||
> **冰箱替代说明**:执行案建议 Barrel 或 Cube 缩放。Barrel 实际是圆柱形,用 Cube 缩放 (0.3, 0.3, 1.6) 更接近方冰箱外观。
|
||||
|
||||
#### C1.3 交互物标记(Interactables)
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 触发半径 | 交互类型 | 引用 |
|
||||
|---|-----------|-------------|---------|---------|------|
|
||||
| 1 | LVL_Z1_INTR_01_Fridge | (720, 80, 80) | 150 | 观察 | interaction #1 |
|
||||
| 2 | LVL_Z1_INTR_02_Gate | (500, 780, 0) | 150 | 操作(门) | interaction #2 |
|
||||
| 3 | LVL_Z1_INTR_06_TV | (320, 80, 70) | 150 | 观察 | interaction #6 |
|
||||
|
||||
> v0.1 交互物用标识色 Cube 或 Sphere 占位放置,标记交互位置。大小约 30cm,MI_DevYellow。
|
||||
> 实际交互逻辑代码在 6b-6f 子任务中实现。
|
||||
|
||||
#### C1.4 收集品标记(Collectibles)
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 稀有度 | 引用 |
|
||||
|---|-----------|-------------|--------|------|
|
||||
| 1 | LVL_Z1_COLL_10_CatEyeMarble | (870, 140, 0) | 稀有 | collection #10 |
|
||||
|
||||
> 收集品用 Sphere 缩放至约 3cm,稀有用 MI_DevLight_Yellow(金色光标识),普通用 MI_DevWhite。
|
||||
|
||||
---
|
||||
|
||||
### C2. Z3 — 主街道(Main Street)
|
||||
|
||||
**区域绝对原点**:(0, 800, 0)
|
||||
|
||||
#### C2.1 结构体(南墙 + 北墙)
|
||||
|
||||
**南墙**(Y=800 处,已含 Z1 院门和 Z2 店面):
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 | 材质 |
|
||||
|---|-----------|------|-------------|------|------|
|
||||
| 1 | LVL_Z3_STR_SouthWall_C1 | Wall_400x300 | (1800, 800, 0) | (0,0,0) | MI_DevGray |
|
||||
| 2 | LVL_Z3_STR_SouthWall_C2 | Wall_400x300 | (2200, 800, 0) | (0,0,0) | MI_DevGray |
|
||||
| 3 | LVL_Z3_STR_SouthWall_C3 | Wall_400x300 | (2600, 800, 0) | (0,0,0) | MI_DevGray |
|
||||
| 4 | LVL_Z3_STR_SouthWall_C4 | Wall_400x300 | (3000, 800, 0) | (0,0,0) | MI_DevGray |
|
||||
| 5 | LVL_Z3_STR_SouthWall_C5 | Wall_400x300 | (3400, 800, 0) | (0,0,0) | MI_DevGray |
|
||||
| 6 | LVL_Z3_STR_SouthWall_C6 | Wall_400x300 | (3800, 800, 0) | (0,0,0) | MI_DevGray |
|
||||
| 7 | LVL_Z3_STR_SouthWall_D1 | Wall_400x300 | (4200, 800, 0) | (0,0,0) | MI_DevGray |
|
||||
| 8 | LVL_Z3_STR_SouthWall_D2 | Wall_400x300 | (4600, 800, 0) | (0,0,0) | MI_DevGray |
|
||||
|
||||
> A 段 (X=0-1000) = Z1 院门区域(已由 Z1 南院墙覆盖)
|
||||
> B 段 (X=1000-1600) = Z2 店面区域(Z2 建筑南侧)
|
||||
> C 段 (X=1600-4000) = 6 块 Wall_400x300
|
||||
> D 段 (X=4000-5000) = 2 块 Wall_400x300
|
||||
|
||||
**北墙**(Y=1300 处):
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 | 材质 |
|
||||
|---|-----------|------|-------------|------|------|
|
||||
| 1 | LVL_Z3_STR_NorthWall_A1 | Wall_400x300 | (200, 1300, 0) | (0,0,0) | MI_DevGray |
|
||||
| 2 | LVL_Z3_STR_NorthWall_A2 | Wall_400x300 | (600, 1300, 0) | (0,0,0) | MI_DevGray |
|
||||
| 3 | LVL_Z3_STR_NorthWall_A3 | Wall_400x300 | (1000, 1300, 0) | (0,0,0) | MI_DevGray |
|
||||
| 4 | LVL_Z3_STR_NorthWall_A4 | Wall_400x300 | (1400, 1300, 0) | (0,0,0) | MI_DevGray |
|
||||
| 5 | LVL_Z3_STR_NorthWall_A5 | Wall_400x300 | (1800, 1300, 0) | (0,0,0) | MI_DevGray |
|
||||
| 6 | LVL_Z3_STR_NorthWall_A6 | Wall_200x300 | (2100, 1300, 0) | (0,0,0) | MI_DevGray |
|
||||
| 7 | LVL_Z3_STR_NorthWall_C1 | Wall_400x300 | (2800, 1300, 0) | (0,0,0) | MI_DevGray |
|
||||
| 8 | LVL_Z3_STR_NorthWall_C2 | Wall_400x300 | (3200, 1300, 0) | (0,0,0) | MI_DevGray |
|
||||
| 9 | LVL_Z3_STR_NorthWall_C3 | Wall_100x300 | (3450, 1300, 0) | (0,0,0) | MI_DevGray |
|
||||
|
||||
> B 段 (X=2300-2600) = 巷子入口,开放通行,无墙体
|
||||
> D 段 (X=3500-5000) = 空地入口,开放通行,无墙体
|
||||
> E 段 (X=5000) = 场景边界围挡
|
||||
|
||||
#### C2.2 布景物
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 |
|
||||
|---|-----------|------|-------------|------|------|------|
|
||||
| 1 | LVL_Z3_PROP_PhoneBooth | Cube | (1800, 380, 0) | (0.8, 0.8, 2.2) | MI_DevGray | 街道北侧靠墙 |
|
||||
| 2 | LVL_Z3_PROP_Bicycle | Car01 | (2800, 880, 0) | (0.2, 0.2, 0.2) | — | 街道南侧 |
|
||||
| 3 | LVL_Z3_PROP_ClothesPole | Beam_300 | (1200, 1250, 180) | — | MI_DevWhite | 北墙处晾衣杆 |
|
||||
| 4 | LVL_Z3_PROP_ClothesPolePole | Cylinder | (1200, 1250, 0) | (0.05, 0.05, 3.6) | MI_DevGray | 支撑柱 |
|
||||
| 5 | LVL_Z3_PROP_SewerCover | CirclePlatform | (800, 1050, 0) | (0.12, 0.12, 0.02) | MI_DevGray | 路面中央 |
|
||||
| 6 | LVL_Z3_PROP_Graffiti | Cube | (3200, 1270, 100) | (1.2, 0.05, 0.8) | MI_DevYellow | 北墙C段墙面 |
|
||||
| 7 | LVL_Z3 PROP_AdWall | DisplayPanels_400x200 | (3800, 1280, 0) | — | MI_DevGray | 北墙D段手绘广告 |
|
||||
| 8 | LVL_Z3_PROP_TrashCan | TrashCans_01 | (4200, 850, 0) | — | MI_DevGreen | 街道南侧 |
|
||||
| 9 | LVL_Z3_PROP_PoleWest | Cylinder | (1000, 1050, 0) | (0.04, 0.04, 12) | MI_DevGray | 电线杆西 |
|
||||
| 10 | LVL_Z3_PROP_PoleEast | Cylinder | (3500, 1050, 0) | (0.04, 0.04, 12) | MI_DevGray | 电线杆东 |
|
||||
|
||||
> **公共电话亭替代**:执行案建议 Cube+Cylinder 组合。用单个 Cube 缩放模拟方形电话亭。
|
||||
> **下水道盖替代**:CirclePlatform 缩小至约 60cm 直径,扁平放置。
|
||||
|
||||
#### C2.3 交互物
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 触发半径 | 引用 |
|
||||
|---|-----------|-------------|---------|------|
|
||||
| 1 | LVL_Z3_INTR_04_PhoneBooth | (1800, 380, 110) | 150 | interaction #4 |
|
||||
| 2 | LVL_Z3_INTR_09_Graffiti | (3200, 1270, 140) | 150 | interaction #9 |
|
||||
|
||||
#### C2.4 收集品
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 稀有度 | 引用 |
|
||||
|---|-----------|-------------|--------|------|
|
||||
| 1 | LVL_Z3_COLL_08_IceFlowerMarble | (820, 1060, 0) | 普通 | collection #8 |
|
||||
|
||||
---
|
||||
|
||||
### C3. Z2 — 小卖部(Corner Shop)
|
||||
|
||||
**区域绝对原点**:(1000, 200, 0)
|
||||
|
||||
#### C3.1 结构体
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 | 材质 |
|
||||
|---|-----------|------|-------------|------|------|
|
||||
| 1 | LVL_Z2_STR_SouthWall | Wall_400x300 | (1200, 200, 0) | (0,0,0) | MI_DevOrange |
|
||||
| 2 | LVL_Z2_STR_SouthWall2 | Wall_200x300 | (1500, 200, 0) | (0,0,0) | MI_DevOrange |
|
||||
| 3 | LVL_Z2_STR_WestWall | Wall_400x300 | (1000, 400, 0) | (0,90,0) | MI_DevOrange |
|
||||
| 4 | LVL_Z2_STR_WestWallTop | Wall_400x100 | (1000, 400, 300) | (0,90,0) | MI_DevOrange |
|
||||
| 5 | LVL_Z2_STR_EastWall | Wall_400x300 | (1580, 400, 0) | (0,90,0) | MI_DevOrange |
|
||||
| 6 | LVL_Z2_STR_EastWallTop | Wall_400x100 | (1580, 400, 300) | (0,90,0) | MI_DevOrange |
|
||||
| 7 | LVL_Z2_STR_NorthWall_West | Wall_200x300 | (1100, 580, 0) | (0,0,0) | MI_DevOrange |
|
||||
| 8 | LVL_Z2_STR_NorthWall_Garage | WallDoorGarage_400x300 | (1300, 580, 0) | (0,0,0) | MI_DevOrange |
|
||||
| 9 | LVL_Z2_STR_NorthWall_East | Wall_200x300 | (1500, 580, 0) | (0,0,0) | MI_DevOrange |
|
||||
| 10 | LVL_Z2_STR_GarageDoor | GarageDoorOpen_01 | (1300, 580, 0) | (0,0,0) | MI_DevGray |
|
||||
| 11 | LVL_Z2_STR_Roof_01 | Floor_300x400 | (1250, 400, 280) | (0,0,0) | MI_DevBrown |
|
||||
| 12 | LVL_Z2_STR_Roof_02 | Floor_300x400 | (1350, 400, 280) | (0,0,0) | MI_DevBrown |
|
||||
| 13 | LVL_Z2_STR_Awning_01 | Floor_200x300 | (1100, 700, 260) | (0,0,0) | MI_DevWhite |
|
||||
| 14 | LVL_Z2_STR_Awning_02 | Floor_200x300 | (1400, 700, 260) | (0,0,0) | MI_DevWhite |
|
||||
|
||||
#### C3.2 布景物
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 |
|
||||
|---|-----------|------|-------------|------|------|------|
|
||||
| 1 | LVL_Z2_PROP_Counter | Cube | (1200, 500, 0) | (2, 0.6, 0.9) | MI_DevGlassWhite | 玻璃柜台 |
|
||||
| 2 | LVL_Z2_PROP_ShelfEast_01 | Fence_Small_400 | (1520, 300, 0) | (1, 1, 1.8) | MI_DevGray | 东墙货架(竖放) |
|
||||
| 3 | LVL_Z2_PROP_ShelfEast_02 | Fence_Small_400 | (1520, 300, 180) | (1, 1, 1.8) | MI_DevGray | 二层 |
|
||||
| 4 | LVL_Z2_PROP_ShelfSouth | Fence_Small_400 | (1100, 230, 0) | (1, 1, 1.8) | MI_DevGray | 南墙货架 |
|
||||
| 5 | LVL_Z2_PROP_Freezer | Container_Normal | (1050, 400, 0) | (0.25, 0.15, 0.4) | MI_DevWhite | 老式冰柜 |
|
||||
| 6 | LVL_Z2_PROP_SmallTV | Monitor_01 | (1350, 540, 90) | (0.6, 0.6, 0.6) | MI_DevGray | 柜台角落 |
|
||||
| 7 | LVL_Z2_PROP_Signboard | Cube | (1150, 610, 280) | (3, 0.05, 0.4) | MI_DevBlue | 招牌 |
|
||||
| 8 | LVL_Z2_PROP_CardRack | Cube | (1400, 550, 0) | (0.4, 0.2, 0.3) | MI_DevGray | 卡片架 |
|
||||
|
||||
> **冰柜替代**:执行案建议 Cube 缩放。Container_Normal 缩小后也合适。Cube 更简单。
|
||||
> **货架替代**:Fence_Small_400 竖放并 Y 缩放模拟多层货架。
|
||||
|
||||
#### C3.3 交互物
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 触发半径 | 引用 |
|
||||
|---|-----------|-------------|---------|------|
|
||||
| 1 | LVL_Z2_INTR_05_ShopOwner | (1300, 480, 0) | 200 | interaction #5 |
|
||||
| 2 | LVL_Z2_INTR_07_SnackShelf | (1520, 350, 90) | 150 | interaction #7 |
|
||||
|
||||
#### C3.4 收集品
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 稀有度 | 引用 |
|
||||
|---|-----------|-------------|--------|------|
|
||||
| 1 | LVL_Z2_COLL_09_BouncyBall | (1300, 700, 0) | 普通 | collection #9 |
|
||||
|
||||
---
|
||||
|
||||
### C4. Z4 — 空地(Vacant Lot)
|
||||
|
||||
**区域绝对原点**:(3500, 1300, 0)
|
||||
|
||||
#### C4.1 结构体
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 | 材质 |
|
||||
|---|-----------|------|-------------|------|------|
|
||||
| 1 | LVL_Z4_STR_EastBound_01 | BarrierWall_600 | (4980, 1600, 0) | (0,90,0) | MI_DevBlue |
|
||||
| 2 | LVL_Z4_STR_EastBound_02 | BarrierWall_600 | (4980, 2200, 0) | (0,90,0) | MI_DevBlue |
|
||||
| 3 | LVL_Z4_STR_NorthBound_01 | BarrierWall_600 | (3800, 2480, 0) | (0,0,0) | MI_DevBlue |
|
||||
| 4 | LVL_Z4_STR_NorthBound_02 | BarrierWall_600 | (4400, 2480, 0) | (0,0,0) | MI_DevBlue |
|
||||
| 5 | LVL_Z4_STR_NorthBound_03 | BarrierWall_200 | (4700, 2480, 0) | (0,0,0) | MI_DevBlue |
|
||||
| 6 | LVL_Z4_STR_WestLowWall_01 | BarrierWall_200 | (3500, 1500, 0) | (0,90,0) | MI_DevGray |
|
||||
| 7 | LVL_Z4_STR_WestLowWall_02 | BarrierWall_200 | (3500, 1900, 0) | (0,90,0) | MI_DevGray |
|
||||
| 8 | LVL_Z4_STR_WestLowWall_03 | BarrierWall_200 | (3500, 2300, 0) | (0,90,0) | MI_DevGray |
|
||||
|
||||
> **BarrierWall 高度注意**:BarrierWall_600/200 实际高度仅 100cm。设计要求围挡 200cm。需堆叠 2 层。
|
||||
> 每个 BarrierWall 上方放置一个相同资产,Z 偏移 +100。
|
||||
> **替代方案**:用 Wall_400x300 旋转 90° 后更高效(300cm 高度一次到位)。
|
||||
|
||||
#### C4.2 布景物
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 |
|
||||
|---|-----------|------|-------------|------|------|------|
|
||||
| 1 | LVL_Z4_PROP_BigTree | Tree_01 | (4250, 1900, 10) | (1.2, 1.2, 1.2) | MI_DevFoliage | 中央偏北 |
|
||||
| 2 | LVL_Z4_PROP_Bricks_01~05 | WoodenBox_Small | (3700, 1600~1800, 10) 随机散布 | — | — | 5 块散落 |
|
||||
| 3 | LVL_Z4_PROP_Puddle | Cube | (4600, 1500, 5) | (1.2, 0.8, 0.01) | MI_DevGlassBlue | 积水坑 |
|
||||
| 4 | LVL_Z4_PROP_MarbleCircle | CirclePlatform | (4100, 1800, 12) | (0.16, 0.16, 0.01) | MI_DevGray | 弹珠圈痕迹 |
|
||||
| 5 | LVL_Z4_PROP_Debris_01 | WoodenPallet_01 | (4800, 2300, 10) | — | — | 废弃建材 |
|
||||
| 6 | LVL_Z4_PROP_Debris_02 | WoodenBox_Normal | (4850, 2250, 10) | — | — | 废弃建材 |
|
||||
|
||||
#### C4.3 交互物
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 触发半径 | 引用 |
|
||||
|---|-----------|-------------|---------|------|
|
||||
| 1 | LVL_Z4_INTR_03_BlueMarble | (3900, 1700, 10) | 100 | interaction #3 ↔ collection #1 |
|
||||
| 2 | LVL_Z4_INTR_08_SmallStone | (4550, 1550, 10) | 100 | interaction #8 ↔ collection #3 |
|
||||
|
||||
#### C4.4 收集品
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 稀有度 | 引用 |
|
||||
|---|-----------|-------------|--------|------|
|
||||
| 1 | LVL_Z4_COLL_01_BlueMarble | (3900, 1700, 10) | 普通 | collection #1 |
|
||||
| 2 | LVL_Z4_COLL_03_SmallStone | (4550, 1550, 10) | 普通 | collection #3 |
|
||||
| 3 | LVL_Z4_COLL_04_LuZhishenCard | (3720, 1610, 10) | 稀有 | collection #4 |
|
||||
|
||||
---
|
||||
|
||||
### C5. Z5 — 巷子(Alley)
|
||||
|
||||
**区域绝对原点**:(2300, 1300, 0)
|
||||
|
||||
#### C5.1 结构体
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 | 材质 |
|
||||
|---|-----------|------|-------------|------|------|
|
||||
| 1 | LVL_Z5_STR_WestWall_01 | Wall_400x300 | (2300, 1500, 0) | (0,90,0) | MI_DevWhite |
|
||||
| 2 | LVL_Z5_STR_WestWall_02 | Wall_400x300 | (2300, 1900, 0) | (0,90,0) | MI_DevWhite |
|
||||
| 3 | LVL_Z5_STR_WestWall_03 | Wall_400x300 | (2300, 2300, 0) | (0,90,0) | MI_DevWhite |
|
||||
| 4 | LVL_Z5_STR_WestWall_04 | Wall_400x300 | (2300, 2700, 0) | (0,90,0) | MI_DevWhite |
|
||||
| 5 | LVL_Z5_STR_WestWall_05 | Wall_400x300 | (2300, 3100, 0) | (0,90,0) | MI_DevWhite |
|
||||
| 6 | LVL_Z5_STR_EastWall_01 | Wall_400x300 | (2580, 1500, 0) | (0,90,0) | MI_DevWhite |
|
||||
| 7 | LVL_Z5_STR_EastWall_02 | Wall_400x300 | (2580, 1900, 0) | (0,90,0) | MI_DevWhite |
|
||||
| 8 | LVL_Z5_STR_EastWall_03 | Wall_400x300 | (2580, 2300, 0) | (0,90,0) | MI_DevWhite |
|
||||
| 9 | LVL_Z5_STR_EastWall_04 | Wall_400x300 | (2580, 2700, 0) | (0,90,0) | MI_DevWhite |
|
||||
| 10 | LVL_Z5_STR_EastWall_05 | Wall_400x300 | (2580, 3100, 0) | (0,90,0) | MI_DevWhite |
|
||||
|
||||
> 墙高 300cm > 设计要求 300cm,匹配。
|
||||
> 巷子宽度 = 2580-2300-20(墙厚) = 260cm,接近设计 300cm。**偏差 +40cm**(详见报告)。
|
||||
|
||||
#### C5.2 布景物
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 |
|
||||
|---|-----------|------|-------------|------|------|------|
|
||||
| 1 | LVL_Z5_PROP_WasteBox | WoodenBox_Small | (2380, 2900, 0) | — | — | 巷子深处靠西墙 |
|
||||
| 2 | LVL_Z5_PROP_SpiderWeb | Cube | (2305, 2100, 250) | (0.3, 0.3, 0.01) | MI_DevWhite | 西墙高处薄片 |
|
||||
| 3 | LVL_Z5_PROP_OldWindow | FakeWindowsFrame | (2310, 2100, 150) | — | MI_DevGray | 西墙中段 |
|
||||
| 4 | LVL_Z5_PROP_FlowerPot | Cylinder | (2340, 2100, 150) | (0.2, 0.2, 0.25) | MI_DevGreen | 窗台花盆 |
|
||||
| 5 | LVL_Z5_PROP_Moss | Cube | (2400, 2700, 0) | (0.6, 0.4, 0.01) | MI_DevFoliage | 地面青苔 |
|
||||
|
||||
#### C5.3 交互物
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 触发半径 | 引用 |
|
||||
|---|-----------|-------------|---------|------|
|
||||
| 1 | LVL_Z5_INTR_10_WasteBox | (2380, 2900, 25) | 150 | interaction #10 |
|
||||
|
||||
#### C5.4 收集品
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 稀有度 | 引用 |
|
||||
|---|-----------|-------------|--------|------|
|
||||
| 1 | LVL_Z5_COLL_02_RedMarble | (2500, 3000, 0) | 普通 | collection #2 |
|
||||
|
||||
> Z5-C07(水浒卡·武松)在废纸箱内,不单独放置,通过翻找获得。
|
||||
|
||||
---
|
||||
|
||||
### C6. Z6 — 水塘边(Pond)
|
||||
|
||||
**区域绝对原点**:(1600, 3300, 0)
|
||||
|
||||
#### C6.1 结构体(见 B1 地面部分已铺设)
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 旋转 | 材质 |
|
||||
|---|-----------|------|-------------|------|------|
|
||||
| 1 | LVL_Z6_STR_EastBound_01 | BarrierWall_600 | (3080, 3600, 0) | (0,90,0) | MI_DevBlue |
|
||||
| 2 | LVL_Z6_STR_EastBound_02 | BarrierWall_600 | (3080, 4200, 0) | (0,90,0) | MI_DevBlue |
|
||||
| 3 | LVL_Z6_STR_NorthBound_01 | BarrierWall_600 | (1900, 4680, 0) | (0,0,0) | MI_DevBlue |
|
||||
| 4 | LVL_Z6_STR_NorthBound_02 | BarrierWall_600 | (2500, 4680, 0) | (0,0,0) | MI_DevBlue |
|
||||
| 5 | LVL_Z6_STR_NorthBound_03 | BarrierWall_200 | (2800, 4680, 0) | (0,0,0) | MI_DevBlue |
|
||||
|
||||
> 同 Z4,BarrierWall 需堆叠 2 层达到 200cm。
|
||||
|
||||
#### C6.2 布景物
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 |
|
||||
|---|-----------|------|-------------|------|------|------|
|
||||
| 1 | LVL_Z6_PROP_Reeds_S1~5 | Cylinder | (1800, 3600, 0) 随机偏移 | (0.08, 0.08, 2) | MI_DevFoliage | 南岸左 5 根 |
|
||||
| 2 | LVL_Z6_PROP_Reeds_S2_1~5 | Cylinder | (2700, 3600, 0) 随机偏移 | (0.08, 0.08, 2) | MI_DevFoliage | 南岸右 5 根 |
|
||||
| 3 | LVL_Z6_PROP_Reeds_E_1~3 | Cylinder | (2900, 4100, 0) 随机偏移 | (0.08, 0.08, 1.6) | MI_DevFoliage | 东岸 3 根 |
|
||||
| 4 | LVL_Z6_PROP_LilyPad_1~4 | CirclePlatform | (2200, 3900, -18) 随机 | (0.06, 0.06, 0.01) | MI_DevGreen | 水面荷叶 |
|
||||
| 5 | LVL_Z6_PROP_Frog | Cube | (2100, 3680, 0) | (0.05, 0.05, 0.04) | MI_DevGreen | 南岸小青蛙 |
|
||||
|
||||
#### C6.3 收集品
|
||||
|
||||
| # | Actor 名称 | 位置 (X,Y,Z) | 稀有度 | 引用 |
|
||||
|---|-----------|-------------|--------|------|
|
||||
| 1 | LVL_Z6_COLL_05_CandyWrapper | (2000, 3500, 0) | 普通 | collection #5 |
|
||||
| 2 | LVL_Z6_COLL_06_Eraser | (2500, 3450, 0) | 普通 | collection #6 |
|
||||
|
||||
---
|
||||
|
||||
### C7. Z7 — 老居民楼(背景装饰)
|
||||
|
||||
**区域绝对原点**:(5800, 200, 0)
|
||||
|
||||
#### C7.1 结构体
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 |
|
||||
|---|-----------|------|-------------|------|------|
|
||||
| 1 | LVL_Z7_STR_Building | Building_01 | (6400, 800, 0) | — | MI_DevGray |
|
||||
| 2 | LVL_Z7_STR_CollisionFront | Wall_400x300 | (6200, 150, 0) | — | MI_DevGray |
|
||||
| 3 | LVL_Z7_STR_CollisionFront2 | Wall_400x300 | (6600, 150, 0) | — | MI_DevGray |
|
||||
| 4 | LVL_Z7_STR_CollisionFront3 | Wall_400x300 | (7000, 150, 0) | — | MI_DevGray |
|
||||
| 5 | LVL_Z7_STR_CollisionSide | Wall_400x300 | (5750, 400, 0) | (0,90,0) | MI_DevGray |
|
||||
| 6 | LVL_Z7_STR_CollisionSide2 | Wall_400x300 | (5750, 800, 0) | (0,90,0) | MI_DevGray |
|
||||
|
||||
> Building_01 放置在 (6400, 800) — 即区域中心偏南。
|
||||
> 碰撞围墙阻挡玩家靠近。Building_01 的默认尺寸可能与设计 1200×600 有出入,需在编辑器中调整。
|
||||
|
||||
#### C7.2 布景物
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 缩放 | 材质 | 说明 |
|
||||
|---|-----------|------|-------------|------|------|------|
|
||||
| 1 | LVL_Z7_PROP_ClothesPole_01 | Beam_300 | (6100, 190, 800) | — | MI_DevWhite | 阳台晾衣杆 |
|
||||
| 2 | LVL_Z7_PROP_ClothesPole_02 | Beam_300 | (6500, 190, 1200) | — | MI_DevWhite | 不同楼层 |
|
||||
| 3 | LVL_Z7_PROP_ClothesPole_03 | Beam_300 | (6900, 190, 1600) | — | MI_DevWhite | 不同楼层 |
|
||||
| 4 | LVL_Z7_PROP_TrashCan | TrashCans_01 | (6000, 140, 0) | — | MI_DevGreen | 楼下地面 |
|
||||
|
||||
---
|
||||
|
||||
## 五、Phase C — 全局物件
|
||||
|
||||
### G-01 路灯(3 个)
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 材质 |
|
||||
|---|-----------|------|-------------|------|
|
||||
| 1 | LVL_Z3_LGT_StreetLight_01 | RoadLamp_01 | (1500, 1050, 0) | — |
|
||||
| 2 | LVL_Z3_LGT_StreetLight_02 | RoadLamp_01 | (3000, 1050, 0) | — |
|
||||
| 3 | LVL_Z3_LGT_StreetLight_03 | RoadLamp_01 | (4500, 1050, 0) | — |
|
||||
|
||||
### G-02 垃圾桶(2 个,街道南侧)
|
||||
|
||||
> Z3-P07 已放置 1 个在 (4200, 850),补 1 个:
|
||||
|
||||
| # | Actor 名称 | 资产 | 位置 (X,Y,Z) | 材质 |
|
||||
|---|-----------|------|-------------|------|
|
||||
| 1 | LVL_Z3_PROP_TrashCan_02 | TrashCans_01 | (2000, 850, 0) | MI_DevGreen |
|
||||
|
||||
---
|
||||
|
||||
## 六、Phase D — 光照
|
||||
|
||||
### D1 全局光源
|
||||
|
||||
| # | Actor 名称 | 类型 | 参数 |
|
||||
|---|-----------|------|------|
|
||||
| 1 | LVL_Global_DirectionalLight | Directional Light | 色温 ~5500K 暖白;从西南照射(Rotation 约 Yaw=315°, Pitch=-45°);强度中等 |
|
||||
| 2 | LVL_Global_SkyLight | Sky Light | 强度低-中;提供环境补光 |
|
||||
|
||||
> **Rotation 参考**:夏日午后 15:00,太阳从西南方向。Yaw 约 315°(西北到西南之间),Pitch 约 -45°。
|
||||
> **实际操作**:在编辑器中调整 Directional Light 的 Rotation 直到视觉效果符合"温暖午后"氛围。光照参数均为建议值,可调。
|
||||
|
||||
### D2 路灯点光源(3 个)
|
||||
|
||||
| # | Actor 名称 | 类型 | 位置 (X,Y,Z) | 参数 |
|
||||
|---|-----------|------|-------------|------|
|
||||
| 1 | LVL_Z3_LGT_PointLight_01 | Point Light | (1500, 1050, 400) | 暖黄色,低强度 |
|
||||
| 2 | LVL_Z3_LGT_PointLight_02 | Point Light | (3000, 1050, 400) | 暖黄色,低强度 |
|
||||
| 3 | LVL_Z3_LGT_PointLight_03 | Point Light | (4500, 1050, 400) | 暖黄色,低强度 |
|
||||
|
||||
> v0.1 路灯为装饰性光源,午后阳光下几乎不可见。
|
||||
|
||||
---
|
||||
|
||||
## 七、Phase E — 验证清单
|
||||
|
||||
### E1 角色比例检查
|
||||
|
||||
以主角(身高 ~120cm,摄像机 ~100cm)验证:
|
||||
|
||||
- [ ] Z1 院门可通过(门洞 200cm 宽 × 220cm 高 → 实际 WallDoor_200x300 门洞约 100cm 高开口)
|
||||
- [ ] Z1 房屋门可通过(WallDoor_200x300 门洞)
|
||||
- [ ] Z2 卷帘门可通过(400cm 宽开放门洞)
|
||||
- [ ] 室内摄像机不穿墙/天花板(室内净高 280cm,摄像机 100cm,头顶 180cm 余量)
|
||||
- [ ] 窗台高度合理(WallWindow 窗台约 100cm 高,主角 120cm 可看到外面)
|
||||
- [ ] 桌面高度与主角协调(SimpleTable_01 ~75cm 高,主角 120cm 身高,桌面到腰)
|
||||
- [ ] Z5 巷子可通过(宽度约 260cm,主角可通行)
|
||||
|
||||
### E2 流线通行检查
|
||||
|
||||
- [ ] Z1 院门 → Z3 街道:院门 (500, 780) 北行进入街道 (500, 800+)
|
||||
- [ ] Z3 街道 → Z2 小卖部:X=1000-1600 区域北行至店面
|
||||
- [ ] Z3 街道 → Z4 空地:北墙 D 段开放(X=3500-5000, Y=1300)
|
||||
- [ ] Z3 街道 → Z5 巷子:北墙 B 段开放(X=2300-2600, Y=1300)
|
||||
- [ ] Z5 巷子 → Z6 水塘边:巷子北端 (2300-2600, 3300) 进入水塘区域
|
||||
- [ ] Z7 不可到达:碰撞围墙阻挡
|
||||
- [ ] 无死胡同(所有路径有明确去向或自然终止)
|
||||
- [ ] 步行距离合理(从家到最远点约 200 秒步行 ≈ 游戏内 1 分钟内)
|
||||
|
||||
### E3 尺寸偏差验证
|
||||
|
||||
- [ ] Z3 北墙偏移 480cm vs 区域深度 500cm(PM 审查提及差 20cm,需验证)
|
||||
- [ ] Z5 巷子实际宽度 vs 设计 300cm
|
||||
- [ ] BarrierWall 高度堆叠后是否达到设计围挡高度
|
||||
|
||||
---
|
||||
|
||||
## 八、Actor 统计
|
||||
|
||||
| 类别 | 数量 | 说明 |
|
||||
|------|------|------|
|
||||
| 结构体 (STR) | ~80 | 墙体、地板、门框、屋顶、围挡 |
|
||||
| 布景 (PROP) | ~45 | 家具、装饰、车辆、植被 |
|
||||
| 交互物 (INTR) | 10 | 占位标记(后续实现交互逻辑) |
|
||||
| 收集品 (COLL) | 10 | 占位标记(后续实现拾取逻辑) |
|
||||
| 边界 (BND) | ~45 | 四面围挡 |
|
||||
| 光源 (LGT) | 5 | 1 定向光 + 1 天空光 + 3 路灯 |
|
||||
| **合计** | **~195** | |
|
||||
Reference in New Issue
Block a user